Defense of Aeternum-1

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    For decades, the Tau colonies on Aeternum have flourished. The vibrant Agroworld full of rich minerals and vast fields have

    provided the surrounding Tau worlds with food and resources. The forces of evil have turned their eyes to this peaceful world and

    also seek these riches for their own vile ends. Dark Eldar raiding pares have descended from the webway seeking fresh vicms, and

    Chaos warships have been spoed in orbit around the planet.

    The mustering of Chaos warbands within the Ulma Segmentum has drawn the aenon of the valiant Ultramarines and nearby

    Imperial forces. This peaceful world is now on the brink of devastaon, as warships emerge from the warp and balements readied

    on the planet the me for peace is over. For the Tau colonists on Aeternum, there is only war.

    Welcome the Defense of Aeternum, whether you are on the side of good or evil, the ulmate fate of this world is up to you. Below

    are the basic rules for the Campaign. A few housekeeping notes:

    This is an escalaon league. The points will start at 1,000 on August 22 and will end at 3,000 on December 5.

    The rules for this campaign will be Warhammer 40,000 6th Edion.

    Any models and codices recognized by Games Workshop will be allowed in this campaign.

    This is a friendly campaign and sportsmanship and having fun are emphasized. Its not about winning its about having fun and

    telling the story through the game of the Defense of Aeternum.

    Beginning the Campaign

    Aer iniave is rolled for, it will be set for the rest of the league. We will use the iniave to grab les at the outset of the game,

    and then for each player to place one of 3 buildings, explained later. This will be a relaxed league, with a focus on having fun, but

    also playing well and compevely. As such, we will have a small entry fee in order to support some prizes, and to help build a

    terrain base for our venue. Also, because it is no fun to put the effort into a game that your opponent blows off, there will be a

    one le penalty for missing a planned game with an opponent.

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    Each game will be decided by each person messaging the organizer before 4pm Tuesdays, as to which le he/she wishes to aack,

    and bales will be announced on Wednesday at 4pm, at the Trolls Den, for those who will be there, and also on the Trolls Den

    Wargames Campaigns Facebook page for those who wish to organize bales throughout the week. Codices can be swapped and

    allies are allowed provided they follow the rules stated in the Warhammer 40,000 6th Ed. Rulebook.

    Fighng a Bale

    Bales will be fought using the standard missions from the Warhammer 40,000 6th Ed. Rulebook. Players will play games at the

    current points value of the League for the current week. Before rolling for deployment and first turn, roll 6d3 and consult the table

    below.

    Terrain Deployment: Roll 6d3 to determineterrain density. Roll 1d3 for each piece.

    Roll on the accompanying tables when the firstmodel enters the feature to determine what theterrain is.

    Consult Appendix 1 for completedetails on the Area Terrain.

    D3 Result:

    1Area Terrain (Large Terrain Piece)

    2Balefield Debris (Small Terrain Piece)

    3Ruins

    If the result is Area Terrain, roll a d6. On a 1-3 theterrain is a LAKE. On a 4-6 the terrain is a FOREST.

    For Ruins, use the rules as described in theWarhammer 40,000 6th Edion Rulebook.

    Mysterious Forest Mysterious River/Lake

    1. Almost Pleasant (No addional effect). 1. Calm Waters (No addional effect).

    2. Brainleaf Fronds. Test Leadership on 3d6 or

    aack self.

    2. Daemon Bile. Lose D3 Warp Charge, no Deny

    the Witch.

    3. Carnivorous Jungle. Take D3 Automac hits,

    S5 AP .

    3. Hyperslime. The unit has feel no pain, but if

    must pass a Leadership test or it cannot act.

    5. Overgrown Spinethorn. Unit has 2+ save vs.

    grenades. Grenades may not be used while in the

    terrain.

    5. Industrial Ooze. The unit has 5+ Cover Save.

    If the unit goes to ground, it must pass a toughness

    test or suffer 1 wound with armor saves allowed.

    6. Razorwing Nest. If the MtC roll is 4+ the unit

    takes d6 S3 AP hits.

    6. Iceblood. Dangerous Terrain test. Re-roll any

    passed armor saves.

    Balefield Debris.

    Consult Appendix 1 for complete details onBalefield Debris.

    When a model is within 3, roll 2d6 to determinewhat it is.

    1. Really? 7. Imperial Statuary

    2. Gun Emplacement 8. Tank Traps

    3. Trench Line 9. Comms Relay

    4. Fuel Reserve 10. Ammo Dump

    5. Shrine to Chaos 11. Defense Line

    6. Barricade 12. Shield Generators

    4. Ironbark Forest. The unit has a 3+ cover save. 4.. Fireblood. Dangerous Terrain. Immbolized

    Vehicles are Wrecked.

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    Territory Roll Required (Equal or Beat)

    Open Tile 5

    Occupied Tile 7

    Within 1 le of a shield generator +1

    Tile has a shield generator +2

    Tile is a Tau City

    (in addion to the shield generator)

    +1

    Winner has a Manufactorum -1

    Winner has a Power Staon within 3 -2

    Minor victory (50%+1 of victory 0

    Major victory (all possible victory -2

    Total Annihilaon (opponent tabled. -4

    Minimum le taking number 4

    Maximum le taking number 12

    A Note on Bales:

    We will start at 1,000 points, and every other week thereaer we will increase that by 250, so each point level will be used for

    two weeks unl we are at 2,500, which we will skip 2,850 and play the final two weeks at 3,000 with Apocalypse rules added. All

    6ed rules will be used (warlords, forficaons, etc) and Forgeworld models and rules can be used/proxied so long as the proxy is

    adequately close to the size and shape of the actual model. Formaons (bale companies/baneblades etc) may not be used unl

    the two final 3,000 points bales.

    Capturing a Tile

    In order to take a le, first a bale must be won. If its an empty le, any player (inside of or outside of the league) may play as the

    opposion, with approval from the league organizer. Aer the bale has been won, the winner rolls 2d6, and compares the result

    to the following table:

    The Results (designated in Campaign Marks):

    Each le owned by a player: 1 CM

    Each Building owned by a player: 1 CM

    Each Tau City owned by a player: 4 CM

    Tau Cies have all three buildings, counng for a total of 4CM (1 for the le, 3 for the buildings), and thus also modify the owners

    le taking numbers accordingly. Each modifier may only be used once per each building that provides it for a le taking number. So

    a shield generator may only ever produce a +2 to the le it is located on- it does not count as being within one le of itself.

    However, buildings of the same type are cumulave, to a maximum of +/- 4 per type of building. The Results will be determined on

    December 12; aer all final bales have been fought the previous week.

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    Campaign Rewards

    1st Place: a Games Workshop codex of the winners choice.

    2nd Place: a randomly selected HQ (remember, if its not your army, trade it off, or pick it up as allies- its allowed!

    There were will be a further number of awards given for random events that happen during the league, including:

    Wait, what? - for supreme luck in a game

    The Elasc Tape Measure - yes, its legal, but its just soo wrong

    Somethin bit me! - lost the most models to terrain effects in a single round)

    Contact Informaon

    Kirk Reiseer, Campaign Owner/Manager

    P: 515-681-1355

    E: [email protected]

    The Trolls Den, Campaign Locaon

    P: 308-224-3733

    E: [email protected]

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    Appendix 1

    Mysterious Forests

    Brainleaf Fronds- If a unit is at least parally in a brainleaf frond forest at the start of its shoong phase, it must take a

    leadership test on 3d6 (even if locked in combat). If the test is failed, one randomly determined model in the unit

    inflicts d6 automac hits on his unit as he is taken over by a brainleaf and lashes out. These hits are resolved at

    his own strength, using any melee weapons and special rules that would normally apply to hits he inflicts in close

    combat. These wounds are allocated by the controlling player (one at a me) to any model in the unit with no

    cover saves allowed.

    Carnivorous Jungle- If a unit is in a carnivorous jungle at the start of their shoong phase, it suffers D3 automac hits re-solved at S5 AP-. Wounds can only be allocated against models within the forest's boundary, but are otherwise

    allocated (one at a me) to any model chosen by the unit's controlling player. Cover saves cannot be taken

    against these wounds. Hits against vehicles are resolved against rear armor.

    Ironbark Forest- cover saves in this forest are 3+ rather than 5+.

    Overgrown Spinethorn- Units in an overgrown spinethorn receive a 2+ cover save against wounds, glancing and pene-

    trang hits caused by grenades. the grenades of units who are within an overgrown spinethorn or whose charge

    move takes them through any part of an overgrown spinethorn, have no effect that phase.

    Razorwing Nest- If a unit rolls 4+ on one or more dice when making a Difficult Terrain test for moving into or through a

    razorwing nest (during any phase) it suffers d6 S3 AP- Rending hits at the end of the move. Cover saves cannot

    be taken against these wounds. Wounds can only be allocated to models within the forest's boundary, but can

    otherwise be allocated (one at a me) to any models chosen by the controlling player. Vehicles suffer hits

    against their rear armor.

    Mysterious River/lakes

    Daemon bile- any model that moves through daemon bile immediately looses d3 warp charge points and cannot aempt

    to Deny the Witch unl the start of its next turn.

    Hyperslime- Models within the hyperslime's boundary have the Feel No Pain special rule- however, a unit wishing to

    move out of the hyperslime, or shoot at any enemy, must first pas a leadership test or find themselves unable to

    act. Falling back units do not need to pass a leadership test- they keep running.

    Fireblood- Dangerous. Any vehicle immobilized in fireblood is automacally wrecked.

    Industrial Ooze- models within the industrial ooze's boundary benefit from a 5+ cover save. However, any model that

    goes to ground in industrial ooze must pass a toughness test or suffer a wound with no armor or cover saves al-

    lowed.

    Iceblood- Dangerous. Any model that moves through or ends its move in iceblood can re-roll failed armor saves unl the

    start of its following turn.

    Balefield Debris/Archeotech Arfacts

    Ammo Dump- 5+ cover save. Any model within 2+ of an ammo dump can re-roll failed To Hit rolls of 1 in the shoong

    phase.

    Barricades and walls- 4+ cover save. For the purposes of charge moves, models that are both in base contact with a barri-

    cade and within 2" of each other are treated as being in base contact. Despite the models on either side not lit-

    erally being in base contact, the combatants fight nonetheless.

    Comms Relay- 5+ cover save. Any player with an unengaged model within 2" of a comms relay can re-roll Reserves rolls.

    Defense Lines- as Barricades, but Go to Ground confers +2 to cover save, instead of +1

    Fuel Reserve- 5+ cover save. For every successful cover save, roll a d6- on a 1, the fuel explodes; place the large blast

    marker over the model that made the save- units suffer a number of strength 3 AP- hits equal to the number of

    models from their unit that are at least parally under the template

    Gun Emplacement- 5+ cover save. Quad Gun- S7 AP4 H4, Skyfire, Interceptor, Twin Linked. T7, W2, Sv3+

    Imperial Statuary- 3+ cover save. Imperial units with a model within 2" are fearless.

    Shield Generators- shots passing through the barrier confer a 3+ invulnerable save to the recipient.

    Shrine to Chaos- 4+ cover save. Chaos Space Marines and any model with the Daemon special rule can re-roll failed invul-

    nerable saves whilst they remain within 2" of a Shrine to Chaos.

    Tank Traps- 4+ cover save. Impassible terrain to non-skimmer vehicles, dangerous terrain to bikes, open ground to all

    other units.

    Trench Lines- 4+ cover save. Difficult Terrain.